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Re: [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

 

I added a NOCOM - there is also a second NOCOM that I don't have an answer for.

I also did some testing, and got no crashes.

- On the Fellowships map, 1/3 AIs managed to start building a shipyard and port about 30 minutes into the game. The shipyard was correctly stopped until the port got finished, but then never restarted. The other 2 AIs built something else on the port space.

- On the Swamp Island map, 2/3 AIs managed to start building a Port around 30 minutes into the game. On of the ports got overrun by the friendly neighbour, the other AI started building ships in a lake. Maybe we can add a check in the future if the port is reachable from the shipyard's body of water.

- Long, long way: I spotted the first Port construction site around 18 minutes into the game. Ships were successfully built, but there was no gold for the expeditions.

- Twin Lagoons: First port got built around 1:30 into the game. Both started an expedition. One of the AIs was successful. The second AI failed to build a second port, because there were some port spaces that both AIs kept rejecting.

I think we should merge this soon and deal with any remaining issues in new, smaller branches.


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https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
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